Since there’s such a push to bring apps into the classroom, it’s time to figure out which ones are right for you. I threw together this cheat sheet to choosing education apps that will hopefully help you quickly choose what works (and what doesn’t).

So what are some of the best education apps for active learning? What are the top ways to get students actively engaged and interacting with one another? There are some seriously amazing iPad apps that are terrific for project-based learning, active engagement, and even flipped classrooms.

This cheat sheet will help – but first let’s run through the questions you see in the visual.

Despite the growing number of very young children who go online and who are using a wide range of technologies, little is known about children’s interactions with those technologies. This report presents a pilot qualitative study designed and implemented in collaboration with a selected group of academic partners in different European countries that aims at pioneering in Europe the exploration of young children and their families` experiences with new technologies. It presents its results and discuss the findings at cross-national level on how children between zero and eight engage with digital technologies such as smartphones, tablets, computers and games; how far parents mediate this engagement and their awareness on the risks-opportunities balance. The report concludes on recommendations to parents, industries and policymakers.

eReading devices continue to become increasingly accessible and affordable. Tablets continue to reign as the most common digital reading platform for children, but ownership of these devices seems to have, at least temporarily, plateaued. In both 2014 and 2015, 82% of eReading families reported that their children used a tablet to eRead, at least part of the time. Ownership rates for eReaders have similarly remained stagnant at 64% from 2014 to 2015. Since many families have both eReaders and tablets, it is important to track all devices on which children read more than once a week; last year eReaders had caught up with tablets, but now tablets once again pulled ahead (82% vs. 76%).

1. Digital storytelling finds its identities2. Children are storytellers too3. Responsible use of in-app purchases4. Parents as part of the process5. Kids’ coding apps continue to evolve6. Rise of the robots and 3D printing7. YouTube filters and other video apps8. Next moves for Minecraft9. Making a noise through musical apps10. More apps for Android kids

parents appear more willing to let their kids determine what and how they read on digital platforms. PlayCollective found parents are becoming more comfortable paying more for children’s ebooks–especially parents of younger kids; the expected price point has nearly doubled in two years.parents appear more willing to let their kids determine what and how they read on digital platforms. PlayCollective found parents are becoming more comfortable paying more for children’s ebooks–especially parents of younger kids; the expected price point has nearly doubled in two years.

A new multimedia novel is instilling a love of reading by tapping into students’ love of technology and film

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“The advances in technology are changing the ways kids read, so the way we teach needs to change,” said Willey. Inanimate Alice, with its impressive audiovisual effects, appears no different from a video game. But its driving force is the pithy narration and clever use of literary devices. “With this program, the walls between the written text and the multimedia world are broken down, and kids who are reluctant to read tend to be drawn in,” said Berzolla. They have seen encouraging results: Reluctant readers are discovering a passion for literature, including print, and those who were already reading are being inspired to write their own stories.

The NMC Horizon Report Europe: 2014 Schools Edition, examines six key trends, six significant challenges and six important developments in educational technology that are very likely to impact educational change processes in European schools over the next five years (2014-2018).

The analysis reveals that a systemic approach is needed for integrating new technologies in European schools and impacting educational change over the next five years.

The paradox remains. One day we’re warned about a sharp decline in children’s reading for pleasure. Four days later it’s reported that a 9% rise in sales of children’s books is the one bright light in a dismal year for publishing. Admittedly the reading for pleasure report comes from the US, but it mirrors years of jeremiads on this side of the Atlantic.

When most people think about mobile apps and games, they tend to think they have to be given away for free to be a success, with in-app payments used to bring in revenue. What we found with our study was that this couldn’t be further from the truth when designing apps for young children.

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